/
Performance_Monitor.hx
167 lines (135 loc) · 3.02 KB
/
Performance_Monitor.hx
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
// Automatically generated Godot externs: DO NOT EDIT
// MIT licensed, see LICENSE.md
package godot;
@:native("Godot.Performance.Monitor")
@:csNative
extern enum Performance_Monitor {
/**
Number of frames per second.
**/
TimeFps;
/**
Time it took to complete one frame, in seconds.
**/
TimeProcess;
/**
Time it took to complete one physics frame, in seconds.
**/
TimePhysicsProcess;
/**
Static memory currently used, in bytes. Not available in release builds.
**/
MemoryStatic;
/**
Dynamic memory currently used, in bytes. Not available in release builds.
**/
MemoryDynamic;
/**
Available static memory. Not available in release builds.
**/
MemoryStaticMax;
/**
Available dynamic memory. Not available in release builds.
**/
MemoryDynamicMax;
/**
Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
**/
MemoryMessageBufferMax;
/**
Number of objects currently instanced (including nodes).
**/
ObjectCount;
/**
Number of resources currently used.
**/
ObjectResourceCount;
/**
Number of nodes currently instanced in the scene tree. This also includes the root node.
**/
ObjectNodeCount;
/**
Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
**/
ObjectOrphanNodeCount;
/**
3D objects drawn per frame.
**/
RenderObjectsInFrame;
/**
Vertices drawn per frame. 3D only.
**/
RenderVerticesInFrame;
/**
Material changes per frame. 3D only.
**/
RenderMaterialChangesInFrame;
/**
Shader changes per frame. 3D only.
**/
RenderShaderChangesInFrame;
/**
Render surface changes per frame. 3D only.
**/
RenderSurfaceChangesInFrame;
/**
Draw calls per frame. 3D only.
**/
RenderDrawCallsInFrame;
/**
Items or joined items drawn per frame.
**/
Render2dItemsInFrame;
/**
Draw calls per frame.
**/
Render2dDrawCallsInFrame;
/**
The amount of video memory used, i.e. texture and vertex memory combined.
**/
RenderVideoMemUsed;
/**
The amount of texture memory used.
**/
RenderTextureMemUsed;
/**
The amount of vertex memory used.
**/
RenderVertexMemUsed;
/**
Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
**/
RenderUsageVideoMemTotal;
/**
Number of active `godot.RigidBody2D` nodes in the game.
**/
Physics2dActiveObjects;
/**
Number of collision pairs in the 2D physics engine.
**/
Physics2dCollisionPairs;
/**
Number of islands in the 2D physics engine.
**/
Physics2dIslandCount;
/**
Number of active `godot.RigidBody` and `godot.VehicleBody` nodes in the game.
**/
Physics3dActiveObjects;
/**
Number of collision pairs in the 3D physics engine.
**/
Physics3dCollisionPairs;
/**
Number of islands in the 3D physics engine.
**/
Physics3dIslandCount;
/**
Output latency of the `godot.AudioServer`.
**/
AudioOutputLatency;
/**
Represents the size of the `godot.Performance_Monitor` enum.
**/
MonitorMax;
}